“So what did you do?"
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As lead UI/UX designer, I oversaw the representation and development of all screen space content. I ensured that each component: conveyed as efficiently as possible as much essential information as playtesters demonstrated typically using, eloquently met design goals while costing minimal engineering workload, and took form that was intuitive and familiar yet innovative. I also defined the UIs consistent art and interaction styles--reworking as needed--and made sure every step along the way maintained both, consciously ensuring cohesion.
I led a dedicated UI team of 1 engineer, 1 designer and 2 Otis College of Art and Design artists. I also worked especially closely with our leads of engineering, usability and design.
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Design Example
problems and aims
Our existing inspect panel indicated the current turn-taking character and all their stats.
But, it occupied too much screen space in a world meant to be immersive, it was ever-present yet not typically used, had far too much info, and needed to be explained late in player onboarding (costing time, player interest and attention).
> we also still needed character stats to be easily and intuitively accessible
> turn order needed to support a lot of characters (any number of enemies)
> I wanted to reduce the number of times character headshots and healthbars were shown on screen
> I needed to indicate which character's turn it was (including enemies)
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solution
> I decided to remove that inspect panel entirely, and keep the turn order panel as the only source of all characters' headshots and healthbars, with an intuitive visual indicator of the current turn-taking character
> the player's ability bar took over showing the currently selected ally's stats